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Posts by Martin Fuller

Not sure I agree. People do appreciate a slick UI. More unusual is a slick UI that’s well optimised on the GPU

3 weeks ago 0 0 0 0

Wow. Looking forward to seeing how well it does with some fast action!

1 month ago 0 0 1 0
DirectX Raytracing (DXR) Functional Spec, Part 2 Engineering specs for DirectX features.

DXR 2.0 specs were now made public 🎉
microsoft.github.io/DirectX-Spec...

1 month ago 23 11 1 0

DF graphics of the year, the only award that matters ;)

1 month ago 1 0 0 0

Sampler Feedback Streaming ;-)

1 month ago 0 0 0 0

Very good video, always love alternative rendering techniques

3 months ago 3 0 0 0

Great work, thanks for sharing! Looking forward to more videos of this quality.

3 months ago 2 0 1 0

Very true

3 months ago 0 0 0 0
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Definitely, look forward to working with you again!

3 months ago 1 0 0 0

Slides are now available for my GPC 2025 talk with @phammer.bsky.social on Variable Rate Compute Shaders in Doom The Dark Ages static.graphicsprogrammingconference.com/public/2025/...

3 months ago 33 7 1 1
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/

3 months ago 4 1 0 0

Sorry to hear that John, wishing everyone a speedy recovery

3 months ago 0 0 0 0
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Very excited to present a few interesting bits about the rendering of #DOOM: The Dark Ages together with @domlaz.bsky.social and @martinfuller.bsky.social .
If you happen to attend #GPC2025 next month, feel free to say hello!

6 months ago 53 9 1 0

Not as advertised. For the right candidate maybe, worth asking!

6 months ago 0 0 0 0
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The Silicon, Graphics, Media and AI (SiGMA) team is hiring! - DirectX Developer Blog Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please ...

Jobs available with Microsoft graphics: devblogs.microsoft.com/directx/sigm...

6 months ago 7 7 1 0
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Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview - DirectX Developer Blog We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the...

Advanced Shader Delivery is here devblogs.microsoft.com/directx/agil...

6 months ago 57 12 0 2
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Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…

A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...

Thank you to the awesome people at Machine Games and id Software!

6 months ago 63 19 0 1

100% you can bet an overall win my throttling certain workloads. Quite a common optimisation on console

7 months ago 0 0 0 0
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Today on Digital Foundry, a deep dive interview hosted at CD Projekt RED earlier this week. Alex speaks with key CDPR and Epic staff about the stunning Witcher 4 Unreal Engine 5 tech demo - lots of new detail in this candid conversation: youtu.be/OplYN2MMI4Q

10 months ago 189 15 1 0
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Livestream 2, Day 2 | Unreal Fest 2025 YouTube video by Unreal Engine

The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo www.youtube.com/live/0X6amtH...

10 months ago 21 3 0 0

It’s Showcase week! 🔥

Join us this Sunday, June 8 at 10 am PDT / 1pm EDT / 6pm BST as we reveal upcoming games from our studios and partners around the world, and get a deep dive from the devs at Obsidian Entertainment during The Outer Worlds 2 Direct. Hope you can join us! 💚

10 months ago 61 7 7 2

Path of Exile 2. Elden Ring. Star Wars Outlaws.

10 months ago 0 0 0 0

I wouldn’t like to speculate

11 months ago 1 0 0 0

That doesn’t look like VRS exactly. VRS on console is 2x2 as the lowest rate. Those tiles are much larger than 2 pixels.

1 year ago 1 0 1 0
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Machine Games did an outstanding job here with IDTech and got a huge lift from VRS on Xbox

1 year ago 6 1 1 0
I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL!
I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL! YouTube video by MuricanEagle

Great side by side edit of Doom Eternal and Dark Ages trailers, showing just how far ID have raised the bar youtu.be/qx8yZzsZ_4U?...

1 year ago 2 1 0 0

Very cool, that’s expected 😉 The power of occlusion culling 👍

1 year ago 0 0 0 0
DLSS 4: Transforming Real-Time Graphics with AI

Interesting to see a bit of details behind the amazing DLSS tech: research.nvidia.com/labs/adlr/DL...

1 year ago 31 7 1 1

meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression + even faster on Apple Silicon), improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for ...

1 year ago 35 7 3 0

That is an impressive uplift from just frustum culling, large meshes I guess. We recommend EI over AS, but YMMV.

1 year ago 1 0 1 0